[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: room1.png (29 KB, 1151x675)
29 KB
29 KB PNG
>go to a drawing program of your choosing
>draw a room to add to a dungeon
>try to have doorways so that other anons can do the same
>bonus points if you can tell the room was drawn badly using microsoft paint

pic related is the dungeon entrance
>>
File: bruh.jpg (161 KB, 1023x571)
161 KB
161 KB JPG
door from the left leads to this
>>
>>85758373
>>85760335

Who lights the torches?
>>
>>85760607
John Torchman
>>
File: Untitled-1.png (9 KB, 1200x600)
9 KB
9 KB PNG
>>85758373
If you go north, you reach this dark room.
The fat pale man is mysterious yet friendly, and rewards you for answering some riddle.
He carries no valuable items.
The reason he sits there is to hide from you a downwards passage, which is beneath his massive body. You are unlikely to see it unless you engage him in combat so he stands up.
>>
>>85760740
>rewards you for answering some riddle
So what's the reward if he doesn't have anything?
>>
>>85760775
Info about other rooms, such as the true nature of John Torchman.
>>
File: hrrg.jpg (103 KB, 1023x571)
103 KB
103 KB JPG
>>85760607
probably some weird fucker
>>
File: spoider pitt.jpg (176 KB, 1023x571)
176 KB
176 KB JPG
>>
File: Untitled-1 copy.png (378 KB, 800x450)
378 KB
378 KB PNG
>>85758373
>>
>>85762563
Oh shit boys we got a ringer. Wait - is that a motherfucking SHRIMP in the stands?
>>
>>85762796
Don't be ridiculous.
Shrimps aren't allowed to join the Lodge.
>>
>>85762563
This isn't drawn in MS Paint.
I can tell from some of the pixels and from seeing quite a few MS Paint drawings in my time
>>
File: onle wynerz.png (66 KB, 1200x800)
66 KB
66 KB PNG
>>85760964
>>85762563
How do this rooms connect?

Anyway, this room is the first room through the right hand door at the beginning (unless the above two posts claim that retroactively in which case it will be relocated). The door is magically locked and will only let an individual through under three circumstances.
1: They have won a game, fight, or contest of some kind in the last five minutes.
2: They have drunk wine in the last five minutes.
3: They have complained out loud in the last five minutes.
>>
This large room contains glowing red hot aisles running its entire length. The gridlike structure seems impossible to get lost in, however goblins dart back and forth shutting off exits and creating a maze as the party navigates. You could simply exit and avoid this room, but… who knows what treasures lurk within?
>>
File: jawa.png (8 KB, 1866x847)
8 KB
8 KB PNG
>>85762563
After you defeat the Griffodusa, the Jawas quickly take you to their ship. You will be valuable for trading.
>>
File: Dungeon.png (272 KB, 1200x800)
272 KB
272 KB PNG
>>85762892
You seem to be the only one playing by the rules, so I'm gonna connect to your room.

Beyond the door, there is a dull-coloured room with 4 colourful doors (for the ease of anyone replying). In the room, you see Meghan from Neckbeardia trying to sell models with Ozzie acting as a bodyguard. It is unclear where James ran off to. Meghan is trying to sell you models, and promises that if there isn't yet a model that appeals to your fetishes, she will make one for you.

On the right, there is a glove golem sitting in the corner. She is sad because Meghan won't make a model of her, because apparently "YOU CANT JUST BE YOUR OWN FETISH THAT'S WEIRD". The glove golem also wants someone to play Pathfinder with, and is willing to give you 15 gold coins and a pair of soft leather gloves if you find her some friends within the dungeon.

You may buy a model from the shop for only £6. It will surely help you on your journey. You may also sell unrelated goods to Meghan for £3 each, regardless of what you are selling. This is non-negotiable.

Shop rules:
> If you buy all 8 models that are for sale (including the custom one), Ozzie will join you on your journey as an ally.
> If you find James elsewhere in the dungeon, you may have all the models (including the custom one) for free. This will also cause Ozzie to join you.
> If you win the giveaway, you gain a free model.
> If your thread has been used in a video, you gain a free model and you fucking irish scrodes still owe Me for that one.
> For the purpose of obtaining Ozzie as an ally, gaining a free model by any means counts as buying one.
>>
File: Smogre.png (348 KB, 1100x900)
348 KB
348 KB PNG
>>85760335
I'm rather shit at drawing but I can cut and paste images into whatever garbage I want.

The room to the left of the pit has a friendly ogre with a campfire making smores. He happily offers you one. You can keep it with you as long as you want or have it right away.

When you eat it, your hit points double. It may also be used as a bribe for certain monsters.
>>
File: dung.png (1.4 MB, 1896x864)
1.4 MB
1.4 MB PNG
>>
File: TheStorySoFar.png (266 KB, 2000x2000)
266 KB
266 KB PNG
Took the liberty of drawing up a map of the current progress, accounting only for the places that play by the rules.
>>
>>85764400
I think you can include the spider pit, that seemed pretty straightforward as there was, and still is, only one hole
>>
>>85764400
saged and reported
>>
>>85764445
What the spider pit connects to is not mentioned, and it doesn't have any doors to connect it to other rooms.

>>85764565
Nigga what
>>
File: lordofbones.png (567 KB, 1200x800)
567 KB
567 KB PNG
>>
File: John Torchman's Waxhole.jpg (311 KB, 1920x1080)
311 KB
311 KB JPG
>>85760740
Below the Fat Man, you fall into one of John Torchman's rooms. There is a lot of fucking candles in here, but the darkness is still oppressive. He asks you not to tell his wife, Joanne Torchman, about this.

Below the hole you entered from, there is another hole, grated and locked. Perhaps Torchman has a way in.

In one of the walls there is another, smaller hole about the size of a mediumish rock or a very large rat.
>>
Underrated thread.
>>
>>85764922
Anon, the spider room is a pit, there's only one other room with a pit, clearly it connects here >>85760335
>>
File: Cunning traps.png (15 KB, 850x697)
15 KB
15 KB PNG
>>85763230
>>85764400
The pink door leads to yet another room, featuring a lavender door, but before one can continue they have to brave the cunning traps laid out within.
>>
File: Wipeout Room.png (27 KB, 1200x800)
27 KB
27 KB PNG
C'mon guys this is that rare once a month (if even that) actually fun and good thread. Don't let it die.

This room is through the right hand doorway of >>85760335
It's main feature is a long pool of mud, deeper at the far end and with steps to climb out at the near end. Between either end is a constantly rotating padded pole as seen in the hit 2008-2014 reality competition show Wipeout(tm)! DC 18 acrobatics to pass successfully across the pole, or a 15 foot long jump. The mud seems perfectly normal, but the more times one falls into it, the louder and more clearly they can begin to hear the sound of laughter whenever they fail something. This effect wears off in an hour.
The door on the right has a doorknob shaped like a fist. If one attempts to open it, the knob will instead grab their hand and attempt to grapple. Either way, the door swings open to reveal two fully modeled and functional brass arms with which it attempts to pummel anyone within range. Once defeated or otherwise subdued, the door really does lead somewhere.
The door on the far end is made of stone and looks very solid, but it's actually very thin stone on sturdy hinges that can be pushed inward like a saloon gate. On the left-hand wall next to it is a sizeable hole that leads somewhere dark and cold. It's big enough for a person to crawl through, though uncomfortably.
>>
>>85769609
I respect John Torchman for lighting those middle torches somehow
>>
>>85767848
>cunning traps
it's funny because cunny and trap and it's the panty of a femboy
>>
File: crob.jpg (81 KB, 800x600)
81 KB
81 KB JPG
>>85769609
That hole leads down to a crab merchant who has the good stuff.
>>
File: TheStorySoFar.png (370 KB, 2000x2000)
370 KB
370 KB PNG
Map update.

>>85767398
>there's only one other room with a pit
The guy in this room >>85760740 sits atop a hole which may or may not have lead to a pit.

Thanks to >>85765776, we can declare that it doesn't lead to a pit, however the anon who posted the spider room still failed to declare what it's supposed to connect to. We still have many more potential rooms, who knows how many of them may have pits.
If the spider post was at least replying to that first green room with the pit, we'd have much more context clues. Instead, the post with the spider room provides us with no information, leaving it completely ambiguous. Too many posts here are like that, hence why they aren't on the map.
>>
>>85774180
Just hook the spare rooms wherever they fit. I think most who are drawing are just having fun.
>>
>>85762796
big kek
>>
>>85774301
Better yet: They're all hidden behind secret doors in random rooms, hence why they aren't shown connecting to anywhere in particular nor do they have doors to connect to further rooms.
>>
>>85772372
Oh boy I always wanted the good stuff!
>>85774382
I like this idea.
Alternatively, OP, we could take these undeclared rooms and let any proper entries include a door leading to them. That way there are no free floating rooms and people still get included.
>>
File: water gallery.png (235 KB, 1223x546)
235 KB
235 KB PNG
>The Water Gallery
>Was once grand, a ceremonial entry way for some surely long dead inhabitant of the dungeon. Surely.
>A decorated steel door leads right. The windows into that chamber blaze with light - maybe the evening sun, or something else?
>A rusted portcullis lies directly ahead; opening it might be tricky.
>Water from the pools on the right seems to churn under the bridge into the worryingly deep pit below; it's unclear where the water comes from. the occasional ripple disturbs its gently shifting surface, catching the light.
>A mural decorates the far wall. A tribute? a scene from history? Hard to say.
>>
>>85774782
Those rays of light are so simple but work so well. Very nice piece anon.
>>
File: 1590621732616.jpg (23 KB, 236x357)
23 KB
23 KB JPG
>>85774782
Boy that sure is a lot of effort spent to make such a lovely contribution only to completely fail to do what little else OP asked and thereby leave your room in limbo somewhere not part of the dungeon.
Shame really.
>>
>>85775372
I'm sorry you slipped and fell into the pit anon. Were you falling for long? What was at the bottom?
>>
>>85775451
You're mom.
Or did you mean at the bottom of the pit? Doesn't matter. She's down there too now.
>>
File: dfgdfgdfg.png (10 KB, 940x421)
10 KB
10 KB PNG
>>
>>85774782
Fucking brilliant. Looks like a dream.
>>
File: Spoiler Image (204 KB, 1223x546)
204 KB
204 KB PNG
>>85775707
>>
>>85775372
He broke no rules. The last part of OP's terms were a guideline. Also, that was clearly done in modern MS Paint
>>
File: break room.png (76 KB, 1000x600)
76 KB
76 KB PNG
Staff Break Room
>A stone-brick tunnel leads from the lavender door >>85767848 into a large, open dome. The floor is bare dirt and dry twigs, and the walls are covered in dead, leafless vines and creepers.
>The room is well-lit by a series of softly glowing, glass orbs that are warm to touch, raised upon metal poles. One is dark and cold.
>Upon a doormat by the entrance is written "Leave mud on me!" in some esoteric language.
>Around the well stand some plain, ceramic cups. A plaque is nailed onto on the well, stamped with the message "We're currently experiencing a water shortage. Please drink responsibly." in the same language as the doormat.
>Flanking the well are a pair of well-worn leather sofas and two folding garden tables with light chairs either side. Atop the tables is a peculiar board and a collection of small stone objects, half white and half black.
>The hole the water falls through connects to the pit in >>85774782.
>There is no danger here, but those with a connection to the other side might find some wayward souls relaxing in the room as they did in life. Perhaps they can shed some light on this place?
>>
File: tg dungeon.png (3.76 MB, 9000x5000)
3.76 MB
3.76 MB PNG
Also, no offence to mapanon, but I figured I could clean up the map a little. The rotating rooms were hurting my head.
>>
>>85776901

water gallery or wipeout room should lead to this beauty >>85762563
>>
>>85775372
>do what little else OP asked
Which is what, exactly?
>>
>>85776901
Fair enough. I was just orienting things to make sense to Me, since I was under the impression that the image presented is what you could see immediately upon entry from a first-person perspective, hence why they're rotated like that.

All that said, I really like your take though My autistic ass finds it a little confusing
>>
>>85776901
Isn't it odd that the green (acid? sewage? slime?) drops into the spider pit, where it's not seen at all?
The Spider pit should be connected somewhere else imo.
>>
File: Thirsty door.jpg (111 KB, 800x600)
111 KB
111 KB JPG
This talking door is thirsty and will only open when its thirst is quenched. Be careful though, it only likes a specific concotion and will the wrong mix right back at you, producing fire, acid or deadly gas in the process.
Hints can be obtained by talking ot the door and reading what's on the desk.
>>
I'll make something later, I like this idea.
>>
>>85780147
I pick up all the bottles and smash them on the ground, giving the door a smug look as I return to the previous room. The door will remain thirsty until he feels like opening or dying, whichever comes first.
>>
File: two story room.png (20 KB, 622x648)
20 KB
20 KB PNG
Don't know what the key is for yet.
>>
>>85780449
You're a big meanie, it's not the door's fault. It was just built that way.

You hear its muffled sobbing as you walk out of the room.
>>
File: b38.jpg (28 KB, 700x483)
28 KB
28 KB JPG
>>85781645
Good, let it dehydrate faster.
>>
>>85774782
>>85775866
>>85780147
>>85780469
why aren't you niggas connecting your rooms? what's the point of that?
>>
Once the dungeon is complete, I think we should start a thread like /cyoa/ to have anons explore it.

Is that fine for /tg/ or does it belong on /qst/?
>>
>>85784109
But if we already know its structure, isn't that silly?
There's just no point to it if you already know who lights the torches.
>>
File: tg dungeon.png (2.72 MB, 6000x2400)
2.72 MB
2.72 MB PNG
>>85777902
Nah, I'm not disputing how you connected the rooms (I did the same), it's just that by rotating the room I need to rotate my head to see it! Makes more sense to me personally to just follow the line, though I'm aware that things will get complex once we start involving verticality (like how to draw John Torchman's waxhole connecting to the room under its trapdoor). If you've got any ideas I'm open to redesign.

>>85778141
Fair point; I was just following >>85767398. Moved it to under John Torchman's waxhole; I'm gonna assume that he just crawls through the hole in the wall when he wants to sneak out without disturbing the fat man. I honestly think it fits better in the arena (spider-based corpse-disposal), but I would like to avoid going two layers deep for the sake of the map. Let me know if you have any ideas.

>>85777278
Yessir. Also connected a few other rooms up because it doesn't look like anyone else is.
>>
File: 1651532834268.png (730 KB, 860x960)
730 KB
730 KB PNG
>>85760607
The Kobolds who maintain the dungeon
>>
>>85784636
This is gud
>>
>>85784636
How about connecting the arena to dthe water gallery or torture chamber instead? So it's iron grates to iron grates.
>>
>>85784522
>>85784109
I don't think anybody here is keeping track of an intended path for this dungeon.
It could be a fun challenge coming up with the optimal path, but it might not need a voting system and narration, just some back and forth discussion.
>>
>>85784636
It bugs Me that there are dead-end rooms without doors all over the place now, and you're picking up the slack for the lazy scrodes who didn't bother to connect their rooms in the first place.

What will you do if someone wants to put a room behind the grey door in the wipeout room, for example? The guy who posted the gladiator room didn't claim that spot, so how would you interpret it?

>>85784522
Post it for the anons who aren't here. Hell, even knowing the layout I'd enjoy some sort of CYOA based on this.

>>85784915
We've got two people making their own interpretations of the map. I think the hard part would be settling on it, especially deciding which rooms are and which rooms aren't included, since some explicitly connect and others are just wordless pictures, occasionally dead-ends.
>>
File: doodle.png (19 KB, 1000x500)
19 KB
19 KB PNG
I give you the best in the world of trackpad paint.
And the final boss. Ramses.
>>
>>85784840
That works. Updated. Also dumped >>85785412 through the double-doors in the Water Gallery which seem to lead outside (and conveniently explain where the water comes from).

>>85785196
>What will you do if someone wants to put a room behind the grey door in the wipeout room, for example?
If someone has a better idea for the Wipeout Room's grey door, I'd use theirs. Supersedes shrimpanon who, for all their artistic talent, didn't really join in the collective effort.

>two people making their own interpretations of the map
I would like for the other mapanon and I to agree! As said, I'm just doing it so I can visualise it better, and I'm not gonna insist that my version is authoritative; it's a group effort after all.
>>
File: tg dungeon.png (2.27 MB, 6000x2303)
2.27 MB
2.27 MB PNG
>>85785697
And of course I forgot to attach image.

Red lines to better show where the open ends in the dungeon are.
>>
File: PERPLEXION PLACE.png (60 KB, 1196x760)
60 KB
60 KB PNG
>>85780469
>>85785709
Upon entering the door across the bridge you enter a musty room. Bones litter the ground. Before you stands a devilish puzzle. The wall has caved in on the NORTH side of the room, leaving an open passage. Three distinct shapes appear on the wall opposite of you. The box opens the key just outside. The torch and a soft glow from the circular hole are the only light sources in the room.

The skeletons will animate and attack anyone who attempts to take their spray paint cans or ridicules the puzzle. Successful attacks do no damage but blind the character for one minute. Completing the puzzle doesn't actually drop the box, but one of the skeletons will sigh and knock it down anyway.
>>
>>85785697
>>85785709
Haven't bothered to update My map yet because I've excluded every room that doesn't connect.

With that in mind, there's only one new addition since My last update, so posting an update just doesn't feel worth it yet.

Keep up your good work tho, I'll share My own as we go. We'll figure something out if someone wants to make a CYOA game out of it. Alternatively, that anon can make his own map and completely disregard our opinions
>>
>>85785709
Since the portculis and the goat door in the water gallery both lead to ends, the back of the bridge should connect to the main network somehow.
I think it'd on the first floor, since the water flows down into the ground floor break room.
None of the other rooms are on the first floor. Even the walkway has its lower part on basement level with the waxroom.
To connect them it with the others, we need a room that leads up.
>>
>>85785697
I like yours better, since you aren't arbitrarily excluding entries for filling in their application incorrectly.
>>
>>85786219
Just say where you want your room to go. Makes the whole dungeon piece together nicely like a puzzle, and it makes our mapmaking job easier.

Without it, it's just a room that exists *somewhere* in the dungeon, but the where isn't clear, and I don't want to put it somewhere that someone else may want or somewhere that the room's maker may not have wanted it to go.

It's really not hard to say "My room connects to this door in this other room" and then post your shit. If the thing was less amibguous, like "Dungeon starts here, next reply decides the next room" we wouldn't have this problem.
>>
>>85786379
It doesn't matter.
>>
>>85786379
Chill my dude, nobody actually gives a shit, put the rooms wherever you want to.
>>
>>85786507
This. This dungeon has the stupidest shit in it. It's just a playful time waster.
>>
File: tg dungeon.png (2.53 MB, 6500x2500)
2.53 MB
2.53 MB PNG
>>85786136
I think the lower level of the Walkway could be either ground level or the basement. My guess was actually that the rat tunnel from John Torchman's waxhole lead upwards since the lower walkway also connects to the thirsty door (as you can see here >>85784636, I also connected the upper Walkway to the Water Gallery). But you're right that we do need another connecting room regardless to not make the dungeon just a tree, spreading out from the entrance without ever looping back.

I don't have any more (interesting) room ideas right now (feeling a bit tired) but hopefully some other anons can throw in their ideas.
>>
>>
File: cartographer.png (73 KB, 1196x760)
73 KB
73 KB PNG
>>85786379
>very small chance of appearing behind any doorway you open
>leaving through the same doorway deposits you into the room you were last in
>will fill in information about locations and items on any surface of your choice in exchange for "paint"
>will not acknowledge the existence of some rooms you've been too
>maps he draws are sometimes incorrect
>under no circumstances should you try to correct them
>>
>>85787465
The north entrance in the wipeout room leads to door i. All of the flying skulls are friendly and will give directions to rooms in the dungeon when asked, but the directions are confusing at best and wrong at worst. Gravity works differently for each person in the room based on however they believe it should work.
>>
File: Portal.png (123 KB, 1000x1000)
123 KB
123 KB PNG
>>85786379
>>85786507
>>85786982
>>85787169
I have an idea to solve this.

I present to you The Portal, hidden behind the white door in >>85763230. The portal is surrounded by stone bricks with strange runes carved into it. Inside the stone borders of a doorway lies a flowing purple energy. Where it leads to is unclear.

Travelling through the portal takes you to one unconnected room at random. Travelling through any of the room's main door will bring you back through the portal, until or unless the room gets connected somewhere.

Are we all happy now?

>>85789572
>spongebob font
Based. Seems we had similar ideas here.

of course I forgot the fucking image the first time. third time's the charm
>>
>>85789828
>>85789569
>>85789572
Yeah, I guess the dungeon just got to a size where everyone looked at it and thought "Welp, that's a mess, maybe a navigation gimmick is in order." And of course none of us could give a freebie to the poor adventurers; they're almost certainly more lost now than they were before.
>>
>>85789828
>>85789991
Good idea for unconnected rooms that are dead-ends, gets a bit messier if those rooms have multiple exits.
>>
File: free ice cream.jpg (210 KB, 750x1000)
210 KB
210 KB JPG
>>85789991
I motion that this heretofore unnamed dungeon now be christened:
The Tomb of Disorientation
>>
>>85762796
Santiago
>>
>>85789828
sure just dont go>
>>85765162
to ravenholme.
>>
File: dfgdfgdfg.png (13 KB, 940x421)
13 KB
13 KB PNG
>>85787465

above crab merchant
>>
File: underwater chest.png (3 KB, 200x200)
3 KB
3 KB PNG
>>85787465
There is a secret passage in the well in the break room.
If one were to cut off the water flow somehow, the room would drain and you would be able to stand up in it and open the treasure chest.
>>
File: tsung.jpg (21 KB, 396x388)
21 KB
21 KB JPG
>>85789991
I build my dungeons to keep adventurers out.
That's why it's a maze.
>>
File: hmm.jpg (137 KB, 992x567)
137 KB
137 KB JPG
>just listen to the bloodborne ost while drawing bro
>>
>>85791895
Is that a bunch of wizards disembowling a corpse?
>>
>>85792016
you hope it's just wizards
>>
Such a good thread, please don’t die
>>
File: the eyegame.jpg (507 KB, 3136x2200)
507 KB
507 KB JPG
You enter this room from the south wall, a door at the top of the stairs and an orange door to the right are locked. A large 6x4 table with some hand made miniature terrain and figures depict a battle about to take place, Humans vs some kind of beholders. A few dice and some small markers adorn the table but no rules seem to be in sight. There is a giant eyeball behind a bannister overlooking the room. It indicates by movements looking at you then the table.

>Winning or losing the game is required to exit this chamber. If you win you may exit the door at the top, if you lose the orange door will open for you.
>Playing the game just means moving the human warriors and rolling some dice. If you roll low you'll lose, if you roll high you'll win.
>The Beholder figures move on their own and if they come within a few inches of any human figures a giant death beam shoots from the figures eye and disintegrates the human models.
>Attacking the enormous eye will cause it to retalliate by blasting the entire room with a death ray.
>>
File: Waiting room.png (31 KB, 1242x594)
31 KB
31 KB PNG
>>85785747
Passing through the open passage leads you to this room
.
There is a spiral staircase at the center, you don't how long it is because the ceiling is too high to see.
The door on the left side only opens after waiting a certain number of years in this room.
There is a shiny orb on the ground, perhaps it come in handy in another room?
>>
File: HorriblRoom.png (33 KB, 1024x768)
33 KB
33 KB PNG
>>85793123
At the top of the stairs is this room, a large and mostly empty chamber featuring an ornate cyclops head that disgorges an acrid-smelling liquid into a stone basin. On one side, there is a door covered in red symbols. Near the cyclops head is some kind of wall mechanism with a vacant slot.

>The red symbols are Goblinish for "DANGER: SPIDERS." This door doesn't lead to a room - just to a tiny storage closet where several giant spiders have been locked away.
>There is a hole in the cyclops' eye that is perfectly sized to fit the sphere from the previous room. Inserting the sphere into it does absolutely nothing, but it completes the cyclops' aesthetic and makes a satisfying click.
>The basin is full of an extremely caustic acid; however, submerged within the acid is a metal bar with a mechanism affixed to the end. If it is inserted into the mechanism on the wall, it serves as a lever. Pulling it is difficult, but moves some kind of large mechanical system in the wall that has some kind of effect elsewhere in the dungeon.
>>
File: map.png (2.4 MB, 3521x2500)
2.4 MB
2.4 MB PNG
>>85787465
OP here, made a rough 3d version, it should be easier to visualize
>>
>>85793757
Neat, what software?
>>
>>85793783
dungeonscrawl, free and pretty damn good for making simple dungeons
>>
>>85762862
OP said Paint was for Extra credit and I legit can't use that program without giving myself a migraine.

>>85791137
Finally someone gets it.
>>
File: I can't draw.png (35 KB, 1907x864)
35 KB
35 KB PNG
a dungeon without a captive princess is no dungeon at all, this room seems fit for one yet there isn't any bars or locks, there is an odd magic circle on the floor and plenty of fancy dresses stored away.
>>
File: wardrobe_inside.png (82 KB, 1887x807)
82 KB
82 KB PNG
>>85794379
>>
>>85795465
You peek into the wardrobe, inside you find a human sized crawl hole with distant light shining at the other end
>>
>>85792338
Behind the red door is the warning room.
>it seems like the eye on the door is watching you
>you can’t tell what the green substance leaking from the door is
>you hear faint noises from the other side of the door
>the sign on the left says "go back"
Will you proceed?
>>
File: longroom.jpg (142 KB, 6000x600)
142 KB
142 KB JPG
My contribution
>>
>>85792338
>You enter this room from the south wall
South wall of what? I think the "south wall" of the dungeon entrance is meant to be where the hypothetical adventurers come in from, so it could only lead outside the dungeon.
>>
>>85795571
behind the warning room you find large circular room shaped like an arena, though without audiance stairs. In the center stands an ever vigilant cursed knight Alrfrieth holding cursed weapon of an unnaimed vile god. Beware, this fight wont be easy, and he wont let you pass under any circumstances
>>
>>85769609
>>85787465
After passing through the door on the far side of the Wipeout room, you enter a wide but short room. Three doors stand ahead. Each has script above them and four eyes that follow whoever stands closest to them. The script above them from left to right can be read by neutral, evil, and good characters respectively.
They all read
>COME FRIEND, WITH LIKE COMPANY, AND ENTER
attempting to open or close a door that doesn't match your alignment will be unsuccessful
attempting to open or close a door while someone with a different alignment is in the room will be unsuccessful

To your left stands a cultist with a strange but familiar pattern on his robe. Friendly, but only helpful if you're fat or pale, at which point he'll offer some free healing and a few secrets of the dungeon. He is neutral.

To your right you find a small antchemist. She's willing to trade potions for the heads of any medium or large sized spiders you've killed. She'll also sell any single potion for three days worth of rations. The potions are (Portable Boat), (Potion of Gravity Reversal), and (Potion of Healing). She doesn't know which is which though. She'll pack up and leave when she's gotten rid of all her inventory. She is evil.

The rope hangs down from the darkness.
>>
File: TheStorySoFar.png (1.59 MB, 4000x2500)
1.59 MB
1.59 MB PNG
Map update. I can't be bothered to keep adding these unconnected rooms at this point. I'm gonna let the other guy take over all that heavy lifting for now, but I'll keep updating with the rooms that do get connected.

>>85798017
>>85789572 already connects to the far door of the wipeout room.

This is why I wish y'all would connect your rooms to the others, so we can have a good clear map and know what's up.
>>
>>85798095
in that case >>85798017 is behind door F >>85789572 for "Fat"
>>
>>85795465
>>85795530
I forgot to mention the magic circle is a trap that may or may not alter ones appearance, equipment, class and level
>>
>>85796436
The north wall has the Eye, the easy wall has the orange door, the west wall has the stairs and the south wall has the door you enter from. Sorry if that wasn't clear.
>>
Bump.

That was a close one, we were on page 10
>>
File: drink_room.png (25 KB, 962x423)
25 KB
25 KB PNG
>>85763230
Blue door leads to ice covered room with tempting goblet standing in the middle of it. If inspected, there can be found small roll of paper tucked inside the drinking straw, written on it is a word of warning "drinking this will make you heavier so step carefully". In case player drinks from the goblet and then goes anywere near the center, the ice underneath will break and the player will fall into water. This causes mild frostbite, however if the player survives this they get swept with the current and transported to a random room in dungeon containing water
>>
File: green_door.png (3 KB, 400x400)
3 KB
3 KB PNG
>>85763230
Behind the green door is a tiny closet (1m*1m) where supplies were meant to be kept, but now there's only a green snake and 8 snake eggs behind it.
The green snake attacks whoever opened the door immediately. It is poisonous.

The snake eggs can be cooked for eating.
Someone who knows animals could tell you that 1 of the 8 eggs is magical: if eaten, it will make you 20 years younger.
There's no easy way to tell which egg is the right one.
If you are already less than 20 years old, it will kill you.
>>
File: lifter snowman.png (38 KB, 800x569)
38 KB
38 KB PNG
>>85804791
Behind the door in the icy room is a muscular snowman who enjoys lifting. If you can beat him in a contest of strength, he will open the door for you. He suggests that the drink in the other room will grant you strength.

You may also try to fight him, but his main attack is powerful and will send you flying into the room's walls.
>>
was hoping for a never ending dungeon of bullshit when I first saw the thread and it looks like that's what is happening
>>
>>85809223
Damn right.

Go ahead Anon, add another room. You've got a lot of places you can connect to.
>>
>>85809083
can we befriend the snowman as a /fit/ buddy?
>>
File: blood room.jpg (1.93 MB, 2048x2048)
1.93 MB
1.93 MB JPG
>>85758373
I cheat
>>
>>85810530
connect it nigga
>>
>>85810590
Escher room, doorway c
>>
File: it's ya boy.jpg (853 KB, 2000x2000)
853 KB
853 KB JPG
>>85798095
Beyond big scorpion there's a round door that leads to a bicorn herbalist that looks like she partakes in some of her own stock, and a tall shoggoth bodyguard with a voice that's soft but with hints of discordant flutes.
The herbalist says she's here in the dungeon gathering spell components and offers to trade medicinal herbs for venom glands, cave fungus, and jars of slime.
If you give her all three components, she'll gift you an enchanted beanie.
>>
>>85811634
According to that (My) version of the map, big scorpion doesn't connect to the rest of the dungeon.

I can put it there if you want (the other map guy will also post his interpretation later, I think) but the only way it could be accessed (according to My interpretation of the map) is through the portal or the room with many stairs.

If you want Me to connect it to the rest of the dungeon on My map you'd need to pick another room. Mine excludes rooms that don't explicitly connect somewhere, except for the fact they can be reached through the portal. Future maps will not include the unconnected rooms because there's starting to be too many of them for Me to reasonably keep adding when they're technically not supposed to be there in the first place.
>>
>>85811824
Thank you for standing firm and not catering to people who can't be assed to do things properly for whatever arbitrary reason.
>>
>>85811824
Put the room wherever you want. I only picked scorpion room cause I liked the lobster creature in the pic.
>>
>>85812112
No problem. OP didn't technically give a whole lot of, if any, rules, but connecting rooms just feels like common sense. Makes the whole thing flow better.

>>85812451
Will do.
>>
>>85789572
Behind door (entryway? archway?) J is Shmleps room of living things.
Inside, all typically inanimate objects have a simple cartoony face materialize on them somewhere and gain sentience and speech.
Play a game of chance with shmlep to win access to the strange oblong door next to him.
You can befriend the various features of the room to potentially rig the game in your favor.
Note that the longer you stay in the room the more likely the objects you carry will realize they will lose their newfound intelligence upon leaving and resist.
>>
>>85813672
Shmleps is behind it all
>>
>>85810116
I don't see why not.
>>
>>85793889
>OP said Paint was for Extra credit
Holy shit. People like this are allowed to drive cars, let that sink in.
>>
File: beyond_ramses.png (42 KB, 1000x800)
42 KB
42 KB PNG
>>85785412

Defeating Ramses grants access to bonus challange: in his boss arena materializes an entrance to monochromatic retro styled dungeon with first two doors bearing breass reliefs of a cat and a dog
>>
>>85810116
sure, but you might upset the Cult of Bulk
>>
File: bosch room.png (1.52 MB, 1920x994)
1.52 MB
1.52 MB PNG
>>85787465
The door to the right in the wipeout room leads to this strange head fussler.
He asks you to guess under which cone the key for the left door is.
He shows you the key and shuffles the cones at a rapid pace.
You have to guess under which hat the key is.
If you guess wrong, a random creature will step out of the door to his right, from the right panel of the triptych behind him, and attack you. The trouble is, the head fussler cheats. The key is always located in the nest under the owl on his head.
If you tell him that he's cheating or if you attack him, the owl will fly loose and hack your eyes out.
If you tell the head fusser that the key is in the nest, he will give it to you reluctantly.
If you compliment the head fussler on his fashion sense, a creature will step out of the right door, from the left panel of the triptych behind him, and make you an indecent offer.
>>
>>85820789
Unfathomably based.
>>
File: slime brawl.jpg (1.97 MB, 2000x2000)
1.97 MB
1.97 MB JPG
You open the door to see a hive of slime creatures arguing with itself. Roll for persuasion, on a 10 or higher you convince them to cut the crap and get themselves together. If you roll below 10 you must fight six slime drones and one slime juggernaut.
>>
>>85823728
>You open the door
what fucking door retard? connect it
>>
File: twilight town.png (148 KB, 1500x953)
148 KB
148 KB PNG
>>85791895
Ascending the rings brings you up to a small town underneath a starless sky. The moon hangs low and casts a dim light, just enough to see your immediate surroundings. Buildings line the street you are on and across from them flows a lazy river. Glowing eyes focus on you. The road continues on in both directions, but the shadows seem to hang heavier the further you travel down either way.

>Going inside any building or traveling the road without light is very dangerous
>The creatures here trade in their own currency. Their coins soak in light. The effect is magnified the more coins there are.
>The first building has many rooms inside it. Most have very comfy beds. A night's rest here is safe so long as it is well lit. Leave payment outside your room before going to bed, and you'll wake up to a nice if strange meal outside the door.
>The second building is a blacksmith. The furnace is unlit, but embers burn within it. Weapons and armor may be repaired here for a price. Place your equipment on the anvil and leave. Equipment repaired here become more effective in darkness but less so in the light
>The third building is a tent. No amount of light seems able to illuminate the inside. Items passed into the darkness will be identified. They'll be returned after payment. Coins passed into the darkness will divine the secrets of any companions with you through the crystal ball, with higher values showing greater secrets.
>The fourth building is an open market. Items left inside will disappear, replaced with coins. There are items for sale here but you will have to estimate values. It's better to overpay than underpay. Walking out without paying is very dangerous. There are never any sources of light for sale.

By the riverside your spot a small book, some fishing gear, and a chest. The book will translate almost any language written on the left page to the right page. There aren't very many blank pages left. The chest is heavy and rattles when you shake it.
>>
Bump
>>
>>85820789
Can we just fight the head fussler?
>>
>>85830979
>bribe him with the s'mores
>beat the owl to death with some book you found in a hallway
>use the cyclops acid to ruin his cups and his fun
the possibilities are endless
>>
>>85831480
Man I'd love a smore right about now. Smores are so underrated.
>>
>>85793757
I will be stealing this tech OP
>>
File: coom room.png (96 KB, 900x1300)
96 KB
96 KB PNG
>>85820789
The door to the left of the head fussler leads to a tall and narrow room.

Inside, there is a short humanoid - but certainly alien - creature sitting with what looks to be an erotic newspaper. The room's ceiling has gravity-defying velvet curtains in place of a door. There is also a hole that leads to a brick tunnel on the upper left wall. A white ladder sits on the creature's left.

He knows how the ladder can be extended to reach the curtains or the hole, but of course, he won't help you until you help him. He declares that the smut he reads about in the newspaper is no longer working for him. He has heard of exotic and erotic models from the lands of Neckbeardia (see >>85763230), and wishes to have one so he can finally coom.

If you help him, he will show you how to extend the ladder and also let you keep the cum-stained model.

You may also attack him, but any attack would kill him instantly, as he is physically weak as a result of low testosterone from all the cooming, but doing so forbids you from being able to extend the ladder.
>>
Y'all really gonna let this thread die already? Bump.
>>
>>85818578
>>85820789
Damn this is getting real interesting, I'll take a crack at an unconnected room if this thread is up tomorrow afternoon
>>
>>85791895
can't tell if they have insect heads or they're a mish mash of bird faces above the neck, 10/10 would flee in terror from
>>
IM NOT LETTING YOU DIE!!!
>>
>>85837362
don't make an unconnected room, anon. there's no reason not to just say "the door in x leads to my room, y" and it makes the maps cleaner
>>
File: dungeon_room_faceWall.png (24 KB, 1452x812)
24 KB
24 KB PNG
Connect it as you wish, the black thing on the left is an hole that leads somewhere else.
The "face thing" in this room will answer yes/no answers regarding the dungeon for each 1 gold coin put into the hole under it. 1 each 4 answers is a lie.
The money put there either disappears or goes to the horde of this very dungeon. Those that try to steal from it will have their hands cut.
>>
>>85839412
>Connect it as you wish
OK: I place it above the fat man's room ( >>85760740 ), connected by the hole in the ground.

There's a hole in the fat man's room's ceiling, directly above the fat man, aligned with the hole in the floor beneath the fat man.
The fat man's room is dark and the ceiling is fairly high, so it's not obvious there's a hole in the ceiling.
There is no ladder or rope connected to the hole, but a grappling hook might be enough to get you up there.
>>
can we get a map update? Something is telling me this thread will die soon

inb4 >you do it I actually tried before and its a mess so I wont post it
>>
map update please!
>>
File: QUICK AND DIRTY.png (3.12 MB, 5516x2678)
3.12 MB
3.12 MB PNG
>>85839911
>>85841038
green lines mean they're linked in thread
red lines mean unused path
blue lines mean special rules of travel apply
NO REFUNDS
>>
>>85839748
Imagine dropping something down the hole, it falls directly on fat man's head. free XP
>>
>>85760740
its a poohole isn't it?
>>
>>85842283
Not initially I assume, otherwise the fat man wouldnt sit there
>>
>>85842283
he's the fatman, not the scatman
>>
>>85798095
I've been slacking on My version of the map, but I promise I'll update it later tonight.

For now, bump.

>>85842194
Nice update Anon. The colour-coded lines are very helpful.
>>
>>85760740
based fatty hiding his friend from his bitch wife
>>
Map update.

My apologies to >>85820789 and >>85835500, the way My shit's set up there just wasn't enough room to fit your things. I'll give it some work tomorrow though, I had a long session today.

I was also too lazy to name the new spots. Another thing that I'll fix tomorrow.
>>
File: TheStorySoFar.png (998 KB, 4000x2500)
998 KB
998 KB PNG
>>85849076
Of course I forgot the image.

I need some sleep. I trust y'all to make sure the thread doesn't die while I'm out.
>>
saving epic bread
>>
>>85849085
>branching path design
This dungeon is going to have an extremely linear feel to it if you don't interconnect and loop the paths.
>>
>>85850732
Escher's room could connect to far away doors for one.
>>
>>85842194
noice
>>
>>85850732
There's plenty of dungeon that's pathed out but not connected to any branch. We can just slap those somewhere between two paths to connect some branches.
>>
File: camp.png (121 KB, 900x578)
121 KB
121 KB PNG
comfy resting room?
>>
File: QUICK AND DIRTY V2.png (5.07 MB, 10000x5000)
5.07 MB
5.07 MB PNG
>>85850732
>>85852899
revisions were completely arbitrary
if you don't like it you know where the dungeon exit is
>>
>>85850732
I'm of the opinion that a dungeon should be fairly linear and need not do a perfect loop around back to the beginning.

But My entire dungeon design philosophy comes from playing 5e and PF2e so maybe I'm retarded. Vidya dungeons are also pretty linear.

Tell Me more about your thoughts, why *should* a dungeon loop back to the beginning?
>>
I’d like to make a small comic based on the submissions from this thread, would you guys be cool with it?
>>
>>85856892
I'm going to stop you with all the means available to me
which amount to nothing, go ahead
>>
>>85856892
That'd be awesome to see, please do but we better get paid

Post link when you've got something for us. Every Anon who's made a room with an NPC of some kind in it can contribute by sharing how the NPC would/should react under the circumstances.
>>
>>85854290
Do those guys live there, or is it a representation of the adventurers?
>>
>>85854681
Side hole in the coom room could lead to the wall crack in the walkway.
And the other door in the walkway could lead to the eyegame room.
That way you tie up a few loose ends.
>>
>>85858163
I might if there aren't that many more contributions. My intention was just to have some point later in the dungeon where someone could change from one path to another. If there'd been more rooms down the central path I'd have connected it to the hallway too but it feels too sparse compared to the left and right path. Also since we're talking about maps, red lines are just a suggestion, feel free to add any room where you think it would fit and all the maps are bullshit anyway (read >>85789569)
>>
>>85763230
>they actually featured this on neckbeardia
based
>>
>>85859617
Really? Got the video link?
>>
>>85859712
https://www.youtube.com/watch?v=-irTsX5dcoY
>>
>>85859746
Cheers mate, that's fucking awesome.

Made My day.
>>
>>85859746
dungeonbros... we made it...
>>
>>85861675
Too bad they wouldn't do a video on the whole thread, ay? Guess I just got lucky since I mentioned them and they thought it was funny. I think a video on this thread would be really neat, but I have to agree that with the way things are it probably wouldn't make a very good video. If every room was explicitly connected and the whole thing could be sewn together like a fine quilt, it'd be different.

But I will share this victory with you. I dare say this is in fact a victory for all of us. We made it, and we're all going to continue to make it.

If the Anons who were thinking of making a separate CYOA-style thread for the dungeon upon it's completion end up making that thread, perhaps that could land itself in a video.
>>
>>85854681
>>85849085
>>85842194
>>85842194

above the crab merchant please
>>
speaking of neckbeardia I was gonna draw a "fungeon" room based on that old story they did where the dungeon was nice but I can't draw well enough to draw a underground disney world.
>>
So, who's gonna run this thing, and has anyone compiled the room descriptions?

>>85859746
Huh, and I thought the guys screaming about him being in our walls were just schizos.
>>
>>85862796
OP here, I was too thinking about making a new thread to create an old style CYOA adventure based on this when the thread actually dies
>>
>>85763230
hey dude, Neckbeardia wants to get into communications with you to give you their merch. here's proof
https://www.youtube.com/watch?v=-irTsX5dcoY&ab_channel=NeckbeardiaDnD
>>
>>85866368
I'd love to see it. I think our first priority should be cementing some kind of map though.

>>85866435
I noticed, thank you. I emailed them already, about 2 hours after the video was posted and damn-near immediately after the other Anon told Me.

Still waiting on a reply, I'll keep you guys updated.
>>
Bump, not letting this thread die yet.
>>
File: file.png (22 KB, 371x336)
22 KB
22 KB PNG
completely lost track of which doors aren't already in use so someone else will have to connect this. the door's name is brian and he will only open if you play him some music to his personal taste.
>>
>>85871122
>completely lost track of which doors aren't already in use
>>85842194
>>85854681
Here's are two maps. Red lines are unconnected. CONNECT IT!
>>
>>85842194
>>85871218
I'll take the top right door next to the armoured fella then
>>
>>85871122
catrographerbros... we lost...
>>
>>85871122
Just scroll up nigga.

>>85871245
Yeah I don't think I'm gonna keep up with My map anymore. The other MapAnon can take over from here because I'm not adding all that shit.

Even the connected rooms have become a little too complex for My ass.

could've avoided this entirely if niggas CONNECTED THEIR ROOMS FROM THE START
>>
File: file.png (9 KB, 371x336)
9 KB
9 KB PNG
>>85854681
another portal room, whole room is submerged in acid, human-faced fish swimming about in it with a a key needed to unlock the submarine-like door that would drain it + the way out
>>
>>85871296
Personally I like there being 4-5 different maps, it's like another challenge slapped on top of the dungeon. If you don't want to keep track of the rooms, just start making maps that are wrong :^)
>>
File: perfect map.png (1.21 MB, 4096x800)
1.21 MB
1.21 MB PNG
>>85871472
>If you don't want to keep track of the rooms, just start making maps that are wrong :^)
Bet
>>
>>85872162
for me, it's tsungeon room
>>
>>85872162
This dungeon sucks, I wanna go home.
>>
File: Spoiler Image (103 KB, 300x300)
103 KB
103 KB JPG
>>85874260
Check out anytime you like.

But you may never leave.
>>
Bump sine apologia
>>
>>85872162
those aren't even all the rooms
>>
>>85880051
My bad, what did I miss?
>>
File: Monster.png (162 KB, 1800x1000)
162 KB
162 KB PNG
>>85763365
The door on the left side of the ogre's room leads to a green-coloured room with a tall aberration inside. The creature is injured from previous battles, but stares at you with hunger in it's eyes as you enter.

The creature will yell in an alien language with both of it's mouths upon seeing you. It sounds like it's making a request but the request is indecipherable.

The creature can be fought or bribed with a smore obtained from the ogre. Firing at the centre of the distorted target on the wall instantly kills the monster.
>>
>>85880470
I cast comprehend languages
>>
>>85883189
unfortunately the dungeon party is made up of everyone itt as they are so unless somebody knows magic you're going to give him the fucking s'mores and be pleased about it
>>
>>85858069
Maybe just random people running around the place
>>
File: Mess Demon.png (85 KB, 900x900)
85 KB
85 KB PNG
>>85880470
Behind the small purple door is a long and narrow corridor.

The room is lightless, yet all within it is visible as if in bright light. There is a chest against the right wall with an N-shaped keyhole. A pile of clothes sits below the upper half of a demon protruding from the wall.

The demon asks you for help folding his clothes. If you do so, you may have the key to the treasure chest. The demon is stuck inside the wall, so he cannot pursue you to attack you nor can he fight back very well. You can also simply ignore him and continue to the door at the end of the corridor.

Inside the chest, there is a pile of 47 gold coins, all covered in diarrhea
>>
bump
>>
File: hell.png (145 KB, 1400x1000)
145 KB
145 KB PNG
The HELL room is below the dungeon.

It is a small HELL, it's afterlife only for those who die in the dungeon, including adventurers.
Regardless of alignment, they are tortured by the DEVIL who lives in the center of HELL.
Upon death you always arrive in the big central room.

DEVIL might let you escape, if you can convince him that you will cause a great deal of EVIL afterwards.
Alternatively you can try to escape on your own. Fire resistance is advised.
But this only works once: the second time you come to HELL, DEVIL chains you up and you stay there forever.
DEVIL is very strong and fighting is not advised.
>>
>>85890907
And the exit connects to the hole in the wall here >>85871122
>>
>>
File: a_gibbet_riddle.png (326 KB, 1400x1000)
326 KB
326 KB PNG
>>85886331
As you pass through the door at the end of the corridor you enter a room of impossible darkness.
you can make out distant laughter from two different sources on either side of you. The door behind you has dissapeared. A voice penetrating your mind are asking you to answer a riddle. You have as many tries as you'd like, but if you decide give up you are picked up by one of the laughing figures and swallowed, instantly teleporting you to >>85890907. However, if you answer the riddle correctly you are picked up and placed within iron gibbets where you are asked to come up with a new riddle. While waiting for someone to answer your own riddle, you may join in on the conversation with the two laughing figures whom are hosting a very complicated comedy workshop. Once someone else enter the room and answers your riddle you are picked up and placed in front of a door you couldnt previously make out. The laughing figures bid you farewell and you feel compelled to exit the room.
>>
File: dancing men room.png (4 KB, 256x192)
4 KB
4 KB PNG
>>85880470
Behind the large red door is THE DANCING FRIENDS PARTY ROOM. The only exits are two crawlspace-sized holes on the top of opposite walls (Left and Right).

The floor is covered with many colorful stones. The far wall depicts four dancing dudes, each one corresponding to a color of floor tile.

Stepping on a tile causes its colorful dancing friend to cast a spell at you. Yellow = lightning, green = acid, red = fire, blue = cold.

A line of colorful tiles decorates the top of the far wall, arranged in a particular order. They do nothing.
>>
File: smore.png (2.16 MB, 1600x1067)
2.16 MB
2.16 MB PNG
>>85890907
Can the devil be bribed with a nice smore?
>>
>>85892505
HELL IS TOO HOT FOR MARSHMALLOWS
IT WOULD MELT BEFORE THE BRIBE IS MADE, FOOL!
>>
>>85892505
>>85892525
...unless
That's it!
Combine the smore with the blue dancers cold magic!
>>85892183
Then your smore will have enough time to thaw in hell and reach perfect temperature just as you give it to the devil!\
>>
>>85767848
Anons, I tried the pantsu, they give + 2 charisma when worn. Also the trap their is very scary, the eyes of all in the room force you to wear a skirt and give them creepshots, after which they force you to drink a mysterious potion the end result is - 4 strength and - 5 endurance and + 3 charisma. Also it allows for a secret bad or good if your a degenerate ending
>>
File: gatoroom.png (74 KB, 1169x597)
74 KB
74 KB PNG
>>85835500
The gravity-defying velvet curtain route leads you into a new room, before entering the room you see text on the wall "Do not enter".

When entering the room you might notice a color shift on the floor by the entrance, it's a trapdoor that you can avoid by jumping over it.

You are now face to face with Bleeber, all the cats father/ mentor/ friend/ protector. DO NOT FIGHT HIM, he is almighty and will call upon higher powers to protect his cats. And he is also known to not take any risks and will attack you almost immediately. You can escape but with the fury and agility of Bleeber you will trip by the shock and fall into the trapdoor leading to?
>>
>>85854681
This is wild and amazing. Kudos, anons.
>>
Fuck my sleep deprived life.
>>
File: Rafaels Domain.png (3.36 MB, 1400x1000)
3.36 MB
3.36 MB PNG
>>85795465
As you crawl through the hole you enter Rafaels Domain. You may exchange anything you've acquired inside the dungeon for Rafaels enlightenment, buffing intelligence and wisdom relative to the value of goods exchanged. However, some items may displease Rafael and when offering these he will curse you and reshuffle every room within the dungeon in random order (rooms with 3 doors gets shuffled with other rooms with 3 doors and so on)
He may also offer advice on non-euclidian geometry.


Sorry for not using paint, already submitted one and wanted to try something different
>>
What is it with you guys and trading garbage items with talking monsters?
What about making an actual puzzle for once
>>
>>85893767
feel free to post a puzzle room anon.
If you don't feel like drawing you can post a description of a puzzle and I'll try and draw it for you.
>>
File: frens.jpg (85 KB, 1387x702)
85 KB
85 KB JPG
>>85893767
>What is it with you guys and trading garbage items with talking monsters?
It can get lonely in the dungeon. We need some frens.
>>
>>85893956
Then what about saving someone from a trap or a prison-like contraption?
>>
>>85893968
That's a good idea for a room Anon, you should open up paint and add it to the dungeon
>>
>>85894100
noty
bye
>>
>>85894206
Why do you type like a faggot?
>>
File: carion chamber.jpg (712 KB, 1200x1600)
712 KB
712 KB JPG
>>
File: Gondola Room.png (88 KB, 1920x1080)
88 KB
88 KB PNG
>>85760740
>>85839412
>>85788305
Befriending the fat man, so he can help you climb to the hidden room above.

Avoiding the wall face of that room, for his lies will bring your doom, by feeding on your curiosity and desire to change fate.

Letting the monster be at peace, for it merely exists by itself, contemplating the mystery of the universe, and guarding nobody but itself.

Those are the trials of the Watcher.
The sage of the Wu Wei.
Master artificer of the Gondola tribe.
If you so happen to pass the trials, you may reach across the Pentagonal Door that lies behind of the monster.

That five-sided door shall lead you to the Watcher's "trove".
A collection of votive multifaceted crystals, that allow you to gaze upon the world that was, the world that is, and the world that could be.
It is advised that you do not misuse whatever knowledge that you might learn here.
For the way of the non-action it's the true path, and those who defy fate will only bring misfortune and misery to themselves, by disrupting it's peaceful visage.

Proceed with caution.
And try to not die of hunger in there, for the knowledge itself has lead many before you to remain there until their demise; not understanding that non-action it's but a philosophy, not a command.
A way of life, and not a restriction of stillness.

But most important, beware of the two doors that lie ahead of you.
For they lead to an even greater treasure.
A treasure that could possibly signify a fate worse than dead, for those who seek it despite being unworthy...
>>
>>85894684
>For they lead to an even greater treasure.
>A treasure that could possibly signify a fate worse than dead, for those who seek it despite being unworthy...
Free neckbeardia models??
>>
>>85894580
brutal
>>
File: bedroom.jpg (147 KB, 1500x983)
147 KB
147 KB JPG
Fuck it, I'm cheating.

>>85891969
Behind the right door is a modern-style bedroom, with a blue door at it's back. There are no treasures or monsters in here, and you may rest safely within.
>>
>>85897447
>large party comes through
>almost TPK as they fight over who gets bed
>>
>>85897447
Why is the doorknob so high
>>
>>85890907
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>85900342
To fuck over the gnomes and dwarves and other short subhumans
>>
Is the dungeon wheelchair accessible?
>>
>>85904472
No
But it IS unicycle accessible.
>>
File: 1636639987536.png (41 KB, 1920x1080)
41 KB
41 KB PNG
>>
>>85905815
What are we looking at here?
>>
>>85905815
ladders
>>
File: dungeonv3.jpg (5.21 MB, 10000x5528)
5.21 MB
5.21 MB JPG
YOUR DELIVERY SIR
>>
>>85908969
Bless you map anon
>>
>>85908969
Thanks for keeping up, based map-anon
>>
>>85908969
gj
>>
File: f7ds46f4s.png (264 KB, 474x377)
264 KB
264 KB PNG
>>85908969
It's beautiful
>>
>>85854681
>>85908969
Ayy! Thanks for incorporating my contribution.
>>
>>85908969
GJ anon!!
I think the next step should be to label rooms. Then create a dungeon guide whith descriptions of each room, its condition and NPCs. Maybe also add which items can be found where.
>>
>>85915280
Then we'll need some kinda list of items too.

>The fat man gives a mysterious reward
>The spider pit has a shield
>The Neckbeardia models, which will surely help you on your journey
>The ogre's smores
>All the junk in Mr. Torchman's room
>Tranny panties
>The crab merchant's wares
>The alchemy shit for the thirsty door
>Whatever Ramses drops
>The herbalist's shit
>et cetera that I'm too lazy to list
>>
>>85915651
once there is a final draft on the dungeon I'd like to recreate this abomination in >>85793837 too
>>
>>85917669
That'd be awesome, but I think I'm retarded because dungeonscrawl doesn't have a 3D option AFAIK

If such an option exists, how do I access it? I've used the site plenty of times but never seen it
>>
>>85915651
>The fat man gives a mysterious reward
He has no items, the reward is some crucial information about other rooms >>85760802
>>
>>85917669
That brings up a good question
When the hell should we consider this complete?
The thread's already been up almost 2 weeks, should consider a time limit, or just whenever the thread eventually dies the mapanons will go through and create a followup thread with the final version?
>>
>>85915280
Suggestion: label the rooms with X,Y,Z coordinates. Initial one is 0,0,0
>>
>>85917719
I'll fiddle with isometric mode and see if it comes out presentable

>>85917861
>When the hell should we consider this complete?
Let the thread run it's natural course, whether it dies now or hits bump limit.
>>
>>85918058
>Let the thread run it's natural course, whether it dies now or hits bump limit.
Fair enough!
>>
>>85917726
Right, My mistake.

>>85917861
>When the hell should we consider this complete?
Whenever it's done.

Which will be either when the thread dies or bump limit is reached.

Either that or somehow every room ends up leading to a dead-end eventually, naturally concluding the dungeon.
>>
File: believe.jpg (31 KB, 640x480)
31 KB
31 KB JPG
Man I lost track of this thread last week and assumed it was dead. But you anons have really blown me away. I guess there is still a spirit of creativity and fun on this board after all. Hell maybe I'll make another room of my own later.
Love <3
>>
>>85918217
>Hell maybe I'll make another room of my own later.
Do it
But for the love of god please connect it to another rooms to make life easier for the map anons
>>
Not letting this die yet
>>
File: room_minus_2.png (1.13 MB, 2160x1620)
1.13 MB
1.13 MB PNG
The limbo room. Not really connected to any other room, you get here by unduly teleporting to another room. Not much happens here, good for contemplating your folly.
>>
>>85921269
>try to teleport out of the limbo room
>teleport to the limbo room
enjoy FUN!
>>
>>85921269
>you get here by unduly teleporting to another room
Reminds me of Elder Scrolls 1: Arena.
The dungeons had doors or smth with riddles that you must answer to pass, and as a ~10 year old that barely knew English I had trouble with them.
But it also had a Passwall spell so you could just scoot past them.
So I did that, but kept wondering whether the game will somehow punish me later for ignoring the riddles.
>>
File: Monkey Barrel Room.png (1.18 MB, 1080x2259)
1.18 MB
1.18 MB PNG
>>85809083
>>85908969
Through the door behind the snowman is a large cylindrical room that is at least 40 feet high, climaxing in a domed ceiling. The walls, and really all the space in between, are a complete mess festooned with all fashion of climbing implements. Wooden boards, loose bricks, metal poles, rubber wall climbing rocks, tall and sturdy bamboo, and webs of criss-crossing ropes make the room look like some kind artificial madhouse jungle gym. You even see some monkeys dashing about the place and giving glances of ill intent.
About thirty feet up, in the wall right above a large artifical rock ledge, is a small doorway with an exit sign, big enough for a man to stoop through. I am actually going to take the liberty of declaring this door leads to the entrance to the water gallery of >>85774782 which we can assume is behind the perspective of the viewer, because it just really erks me that there is no direct way to this burgeoning second floor of the dungeon that I can see.
In a dark hole at the very center of the sheer downward facing dome of the ceiling, a heavenly light shines. Dangling from a golden chain is the source of the light. A hefty silver jug with a sealed copper cap and an old paper label that says: DA WHEY. This seems to be the treasure that the few jacked monkeys in the room seek to guard. Beware their wrath if you make a move for their holy elixir of unrivaled gains.
>>
>>85921522
Should mention I went the extra mile of downloading a random art app onto my phone and drawing with my sausage fingers to try and attain extra shittiness factor.
>>
>>85921522
>>85921545
>Should mention I went the extra mile of downloading a random art app onto my phone and drawing with my sausage fingers to try and attain extra shittiness factor.
Hats off to you, this is by far the most poorly illustrated room in the dungeon.

Good job Anon!
>>
>>85921581
Thanks :)
>>
>>85921522
>Fuck it, just forcefully connect other rooms
Based, gonna start doing this
>>
File: Copper Man's Courtyard.png (266 KB, 1656x912)
266 KB
266 KB PNG
>>85789572
DOOR H leads you out through the LEFT DOOR in pic related. You find yourself in a spacious but somewhat featureless courtyard. The sun shines in the blue sky above and you think you can hear the distant sounds of the sea. There is sparse grass covering a flat square plane surrounded by solid walls of large, well-fitted, stone blocks sporting many a large scorch mark but absolutely no openings beside the other doorway at the opposite end of the courtyard. Between you and that is the only other obvious feature. That being the great hovering, humming copper orb that occasionally sparks with arcs of blue lightning. At the first step taken forward, the orb strikes the earth beneath it with a blinding bolt, and where it struck is now a humanoid figure made of the same copper as the orb and humming with the same electrical energy. It stares at you, daring you to try and get to that other door.
>>
File: 1656336230857.png (1.93 MB, 1672x2328)
1.93 MB
1.93 MB PNG
in game my character would kill whoever sent me to this dungeon if I survived it
>>
File: nito sayin it.jpg (54 KB, 474x531)
54 KB
54 KB JPG
>>85922124
Bold of you to assume anyone sent you to this dungeon and that this all isn't just an endless recursive nightmare of mish-mashed half remaining memories of all the adventures you went on in your long life; a prolonged hellish experience somewhere at the halfway point between ontological dementia and your soul suffering in limbo as the last few short millenia of measly processing power are eked out of the eons old simulation matrix running on the last drops of quirk juice harvested from the last black hole tucking itself into the cozy bed of non-existance at the end of time in the year 10x10(28) AD.
>>
>>85922369
Remember
You're here forever
>>
>>85921269
In 5e the Teleport spell has a small chance to take you to a completely unintended location, this is perfect for that
>>
>>85922369
bros I'm scared
>>
>>85922369
make it a room
>>
>>85892183
Is this the only room in the dungeon with more than 1 enemy?
>>
File: vatican approved.gif (3.83 MB, 720x404)
3.83 MB
3.83 MB GIF
>>85926831
Okay I'll make the room when I can later today.
>>
>>85929605
cool
>>
This is probably one of my favorite threads since I’ve started browsing 4chan. I’ll miss it.
>>
>>85922369
>>85926831
Alright this is my fifth and final contribution to the dungeon (unless some chad makes another thread) and I'm just gonna throw this one into the portal exclusive corner.
Upon entering this >>85789828 portal, you may be taken to an airlock that leads to a large room made exclusively of dull old metal, though not sporting a single fleck of rust anywhere. The room is huge, containing rows and rows of glass and metal pods that mostly seem to contain unconscious people. The only notable space beyond that is a tall door to a large room with a viewing port shaped like an eye, outside of which is a mesmerizing spiral of incandescent star dust swirling silently in a vast crushing void of nothingness. Looking upon this sight for too long causes one to feel an intense sense of loneliness.
On screens above these pods you can see what you can only assume are the occupants living inside their own simulations. Some of the screens show impossibly gigantic and decadent palaces. Others show scenes of apocalyptic battles. Some show multiple individuals quietly fishing together. And others still show the occupant experiencing gruesome torments until death, only to reset the process with slightly different variables themselves and experience it again. Any attempt to free the occupants causes them to die without waking up.
If you climb into a pod, it closes quickly and traps you for a whole minute, wherein you will experience an entire randomly chosen life long since past and not yet lived. To continue your journey, you must first play a session of any other table top roleplaying game. Once you have finished, you are deposited by the pod, changed forever by the experience of having lived a whole other life, and clutching an item from your adventure small enough to fit into the palm of your hand. The portal you went through is at all times open in the airlock for you to return through.
Top tier thread, boys. See you around.
>>
Also, OP! You still around? What are your thoughts about how it turned out? Is it everything you wanted and more?
>>
>>85931073
kino
>>
Oh sweet, creative bread.
>>
>>85931073
Very nice.

If we can get an update from MapAnon and OP we can get to work with the adventure thread.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.